No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
12 Scout (base: 25mm) |
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4‑9 | 12 Scout |
6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 4+ | 25mm |
12 Scout Sergeant (base: 25mm) |
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1 | 12 Scout Sergeant |
6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 4+ | 25mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Astartes shotgun | ||||||
Astartes shotgun | 18" | Assault 2 | 4 | 0 | 1 | - |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Boltgun | ||||||
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Heavy bolter | ||||||
Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
Missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Missile launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag missile | ||||||
- Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
- Krak missile | ||||||
- Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
Scout sniper rifle | ||||||
Scout sniper rifle | 36" | Heavy 1 | 4 | -1 | 1 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
Combat knife | ||||||
Combat knife | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Power axe | ||||||
Power axe | Melee | Melee | +2 | -2 | 1 | - |
Power sword | ||||||
Power sword | Melee | Melee | +1 | -3 | 1 | - |
Frag grenades | ||||||
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
OTHER WARGEAR | ABILITIES | ||||||
Camo Cloak | |||||||
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack. | |||||||
Camo Cloak | Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack. |
• The Scout Sergeant's bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list. • The Scout Sergeant’s boltgun can be replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list. • Any number of models can each have their boltgun replaced with one of the following: 1 Astartes shotgun; 1 Scout sniper rifle; 1 combat knife. • 1 Scout’s boltgun can be replaced with one of the following: 1 heavy bolter; 1 missile launcher; 1 weapon from the Special Weapons list. A model can only take a weapon from the Special Weapons list if it is from the Space Wolves Chapter (or one of its successor Chapters). • 1 Scout’s boltgun can be replaced with one of the following: 1 heavy bolter; 1 missile launcher; 1 weapon from the Special Weapons list. • 1 Scout’s boltgun can be replaced with one of the following: 1 heavy bolter; 1 missile launcher. • If this unit is from the Space Wolves Chapter (or one of its successor Chapters), 1 Scout’s boltgun and bolt pistol can be replaced with one of the following: • 1 Scout’s boltgun and bolt pistol can be replaced with one of the following: - 1 bolt pistol and 1 power axe. - 1 bolt pistol and 1 power sword. - 1 boltgun and 1 plasma pistol. • Any number of models can each be equipped with 1 camo cloak.
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ABILITIES | |
ABILITIES |
Angels of Death, Combat Squads, Concealed Positions, Outflank
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FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: INFANTRY, CORE, SCOUT, SMOKESCREEN, SCOUT SQUAD |
With a zealous cry, the Black Templars press forward towards victory.
Every blow struck against a Black Templar is answered in kind. Even as they are laid low, their blades still lash out at the enemies of the divine Emperor.
At a critical point in the battle, the Black Templar host channels its fervour into their strikes, breaking the back of the enemy force in a hatred-fuelled flurry of blows.
No foe can escape the hunt, nor hide from the master trackers of the Wolfspear.
When their prey is bleeding out, the Wolfspear strike hardest to deliver the killing blow.
The battle cry of the Emperor’s Spears is the call that precedes their red work.
Having spent years relying on their trusted brothers, when Emperor’s Spears fight together, little can stay their blows.
The most successful hunts are those where the prey doesn’t know they are being hunted.
Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.
Daemonic possession gives each battle-brother of the Exorcists a personal revelation about the nature of daemonkind, and with this knowledge they banish their foe.
Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
Those warriors schooled in combat by Lieutenant Leodas demonstrate a particular duellists skill at close quarters. Their flair and fury swiftly see their enemies’ defences laid bare.
All too aware that they are battling their way through an Ark seething with foes, Rhalions warriors know they must strike hard and fast to cut through the enemy and be gone before overwhelming numbers can converge upon them.
Guided by cunning Scouts, aided by the lore and far-reaching perceptions of Codicier Bhakir bal Mahru and his Tome Keepers, these warriors exploit every route through the Herald of Misery to outmanoeuvre and outflank their foes.
Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.
Even when faced with seemingly insurmountable odds, the Crimson Fists emerge bloodied but victorious with bolters roaring.
Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course.
The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their foes from defensive positions with hails of pinpoint fire.
Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
It is said on Chogoris that the sons of the Khan ride the storm-winds themselves, racing swift and wrathful into war.
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.
When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.
Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.
It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.
Those who exemplify the finest qualities of the Blood Angels will be entrusted to bear powerful wargear into battle.
On occasion, a junior-ranking leader will demonstrate ability expected only of those of much loftier rank. Such individuals are highly rewarded, and marked for greater things.
The Chapter houses a series of cults, each a proud sub-sect with traditions and associations concerning the role of a battle-brother on the battlefield.
Should an Ultramarines Sergeant show particular excellence in battle, they may be given the honour of bearing a Chapter relic into battle.
The Iron Hands do not lack for optimised combat armaments, distributed to the most logical bearers before battle begins.
The lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.
In times of great need, the Raven Guard issue their precious relics to whichever battle-brothers are best placed to employ them, paying little regard to matters of rank.
It is not unheard of for especially accomplished Imperial Fists Sergeants to be granted an artefact from the Phalanx’s Reclusiam.
Even amongst the rank and file of the Salamanders, artefacts of peerless craftsmanship can be found.
The crusade ships of the Black Templars maintain vast armouries of blessed weapons and sacred artefacts.
To triumph over the champions of other Imperial Fists successors requires a warrior of superlative skill and fortitude.
To earn the respect and praise of your khan is to be gifted superlative tools of war to wield in their name.
Enemy fighters scramble to escape the Flesh Tearers’ ferocity.
The deadliest strike comes always from the least expected quarter. So taught Corax.
By the time the enemy engages the Raven Guard, their rear lines are already in the talon-grip of the Chapter’s covert vanguard, choking them off from vital battlefield support.
In times of great desperation, fury and ferocity can be a warriors strongest allies.
With glowing blades and revving chainswords, the Black Templars bar their foes’ retreat.
The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.
At the opportune moment, Raven Guard infiltration units slip away from battle, only to relocate and strike the foe again from a different angle.
The inter-pack dynamism of the Space Wolves ensures a fluid coordination of support that sees the Chapter’s battle-brothers launch themselves at the enemy’s throats from unexpected quarters.
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
A measured advance allows Space Marines to unleash a steady stream of fire.
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes. In battle they are never still, surging towards the enemy, bolters blazing.
The presence of these black-clad killers can force any challenger to back down, lest the wrath of the Emperor be visited upon them.
Sensing when an enemy is weakened and fearing for its survival, the Wolfspear emerge from the shadows for a rapid strike.
The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.
Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.
The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.
Knowing that they would be fighting alone and against trying odds aboard the Herald of Misery, Rhalions warriors brought with them all the equipment and supplies they needed to operate in isolation for many days.
There can be no hangers-on when battling such odds. Every warrior must step forward and be counted as a champion of the Emperor and Sanguinius.
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.
The Rock’s Armoury houses all manner of ancient wonders.
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.
Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.
Throwing down a hail of smoke grenades or deploying their smoke launchers, the Space Marines screen themselves from the enemy.
Trusted Neophytes will sometimes be permitted to carry a supply of these shells into battle. Fitted with a thermite core, as they strike the foe they ignite, bringing the burning wrath of the Emperor to the target.
To be entrusted with a holy flame weapon is a great honour among the warriors of the crusade. It is their duty to ensure that the greatest heretics are suitably punished with purifying flame.
1CP | ||
BOLTER DRILL Crimson Fists Stratagem The Crimson Fists maintain strict fire discipline at all times, standing shoulder to shoulder with their battle-brothers as they unleash devastatingly accurate volleys of bolter fire into the foe. Use this Stratagem just before a CRIMSON FISTS INFANTRY unit attacks in the Shooting phase. Until the end of the phase, each time you make a hit roll of 6+ for a model from that unit firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word 'bolt’ (e.g. boltgun, bolt rifle, heavy' bolter, boltstorm gauntlet). Duty’s Burden and Pedro Kantor’s Dorn’s Arrow are also bolt weapons. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
Combi-grav | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-grav | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Grav-gun | ||||||
- Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (supercharge) | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Flamer | ||||||
Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Grav-gun | ||||||
Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Grav-pistol | ||||||
Grav-pistol | 12" | Pistol 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Hand flamer | ||||||
Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Inferno pistol | ||||||
Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Meltagun | ||||||
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Plasma gun | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma gun | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Astartes chainsword | ||||||
Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Lightning claw | ||||||
Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
Power axe | ||||||
Power axe | Melee | Melee | +2 | -2 | 1 | - |
Power fist | ||||||
Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Power maul | ||||||
Power maul | Melee | Melee | +3 | -1 | 1 | - |
Power sword | ||||||
Power sword | Melee | Melee | +1 | -3 | 1 | - |
Thunder hammer | ||||||
Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
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Frag grenades used in the following datasheets:
Krak grenades used in the following datasheets:
Space Marines stand unafraid before the terrors of the galaxy.
Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.The INFANTRY keyword is used in the following Space Marines datasheets:
The CENTURION keyword is used in the following Space Marines datasheets:
The TERMINATOR keyword is used in the following Space Marines datasheets:
The BIKER keyword is used in the following Space Marines datasheets:
To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.
Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The datasheets using AGENT OF THE IMPERIUM keyword can be found in the following Factions:
Imperium: Adepta Sororitas, Agents of the Imperium, Imperial Knights, Inquisition.The AGENT OF THE IMPERIUM keyword is used in the following datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.
If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.Space Marines are amongst the finest warriors in the Imperium.
This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.The IMPERIUM keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The ARTILLERY keyword is used in the following Space Marines datasheets:
The WHITE SCARS and BIKER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and INFANTRY keywords are used in the following Space Marines datasheets:
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Bolt pistol used in the following datasheets:
The INFANTRY keyword is used in the following Space Marines datasheets:
The IRON HANDS and INFANTRY keywords are used in the following Space Marines datasheets:
ALL FLESH IS WEAKNESS
This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left.
When this WARLORD would lose a wound, roll one D6; on a 5+ that wound is not lost.
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The IRON HANDS and CHARACTER keywords are used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and INFANTRY keywords are used in the following Space Marines datasheets:
Grav-gun used in the following datasheets:
The IMPERIAL FISTS and CORE keywords are used in the following Space Marines datasheets:
The IMPERIAL FISTS and INFANTRY keywords are used in the following Space Marines datasheets: